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The article makes more than a few baffling statements beyond the core argument regarding ECS.

The claim of Godot having similar tools as other engines certainly caused me to raise an eyebrow.

The strangest in my mind, however, is trying to downplay the importance of the performance advantages by claiming games with many objects are rare. I currently work on optimising a game which falls somewhere between indie and AAA. We have thousands of objects active at any given time.

I also dislike the statements regarding compute. I love compute shaders and use them whenever I can, but they're basically unusable from a performance perspective on both mobile platforms and Nintendo Switch.

(Edited from a Reddit comment I made regarding this article)



> is trying to downplay the importance of the performance advantages by claiming games with many objects are rare.

Which games in https://en.wikipedia.org/wiki/2020_in_video_games have thousands of live objects?


From that list? The Last of Us Pt. 2, Ghost of Tsushima, Half-Life Alyx, FF7 Remake. I'm not seeing Cyberpunk 2077 on the list, though.

Objects are anything from walls and NPCs to sprites, particle effects, imposters, ... they pile up very quickly in a complex scene.




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